Particle#smoothed
  • References/Game Development/Phaser/Particles/Particle

smoothed : boolean Enable or disable texture smoothing for this Game Object. It only takes effect if the Game Object is

2025-01-10 15:47:30
Particles.Arcade.Emitter#makeParticles()
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

makeParticles(keys, frames, quantity, collide, collideWorld

2025-01-10 15:47:30
Particles.Arcade.Emitter#particleSendToBack
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

particleSendToBack : boolean If this is true then when the Particle is emitted it will be sent to the back of the

2025-01-10 15:47:30
Particle#deltaX
  • References/Game Development/Phaser/Particles/Particle

[readonly] deltaX : number Returns the delta x value. The difference between world.x now and

2025-01-10 15:47:30
Particle#fresh
  • References/Game Development/Phaser/Particles/Particle

[readonly] fresh : boolean A Game Object is considered fresh if it has just been

2025-01-10 15:47:30
Particles.Arcade.Emitter#enableBodyDebug
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

enableBodyDebug : boolean If true when a physics body is created (via

2025-01-10 15:47:30
Particles.Arcade.Emitter#maxParticleSpeed
  • References/Game Development/Phaser/Particles/Particles.Arcade.Emitter

maxParticleSpeed : Phaser.Point The maximum possible

2025-01-10 15:47:30
Particle#addChildAt()
  • References/Game Development/Phaser/Particles/Particle

addChildAt(child, index) → {DisplayObject}

2025-01-10 15:47:30
Particle#deltaY
  • References/Game Development/Phaser/Particles/Particle

[readonly] deltaY : number Returns the delta y value. The difference between world.y now and

2025-01-10 15:47:30
Particle#physicsType
  • References/Game Development/Phaser/Particles/Particle

[readonly] physicsType : number The const physics body type of this object.

2025-01-10 15:47:30